Gamification

Educause
7 Things Series

Reviewed by Sjno.baptiste_1457@education.gov.dm

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What did you learn from your reading? Summarize the big ideas here.

  • gamification is the craft of deriving all the fun elements found in games and applying it to real life.
  • educators utilize this tool in the hope to spur interest in a course of study and thus lead to effective learning. using rewards teachers will heighten students participation.
  • gamification is no stranger to education, it has been used in all level of education.
  • gamifications serves many benefits: 1)fosters student engagement ; shy students get an opportunity to share) 2)facilitates formation of learning communities where learners can socialize and work collectively.3)aids in sharpening skills learnt and aids in problem solving.
  • gamification may pose some disadvantages in this regard students may feel intimidated as their abilities and skills may be out their for others to dissect and criticize and it may allow educators to feel overwhelmed as they seek to keep track of student progress.
  • gamification has been gaining a lot of support and is being implemented in educational institutions
  • gamifications gives educators a variety of opportunities to make learning fun and effective.
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How did you feel about what you read? Talk about how you think you can use what you learned.

Gamification is a craft that if effectively constructed can making learning fun and thus help students retain a wealth of information. This is a tool that I have used in my classroom but I am made aware of how widely it can be used even in the tertiary level. This will be made a daily practice in my classroom for a wide range of subject areas.
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What questions are you left with? Think about practical considerations for implementing changes.

How can I make ensure that this tool be made effective?

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